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SCENARIO: The United States Civil War

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  • #76
    I'll post a screenshot of what I mean.

    The blue arrows are sea traffic, and the orange is land movement. The ships can pass through the coastal river tiles, then 'dock' in the city, and continue on out the other side. Land units can move over the roads and through the city like normal. That makes it so that both land and sea units can cross over... a "city bridge".
    Attached Files

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    • #77
      Oh! I see! I see! I was thinking about it the other way. But when you made your America map you placed breaks in the river where you planned to put a city, and there the ships can move through! Quite clever. I kinda do the same thing on my world map, but for canal purposes instead of bridges. Most notably on the Suez and Panamal Penenisulas. I've never encountered a situation of having a city like you do to act like a bridge, though. Thanks for the explanation trip! The picture was all I needed

      Kman
      EDIT:
      Most notably on the Suez and Panamal Penenisulas.
      I meant Ismuthes, not peninsulas.. woops
      Last edited by Kramerman; July 19, 2002, 23:40.
      "I bet Ikarus eats his own spunk..."
      - BLACKENED from America's Army: Operations
      Kramerman - Creator and Author of The Epic Tale of Navalon in the Civ III Stories Forum

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      • #78
        Yep, I thought that the picture would help. I'm pretty sure that this will only be useful for scenarios, since I doubt the AI is able to comprehend the purpose of 'city bridge' potential spots. It's worth a try though.

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        • #79
          You may want to check out this thread for when you get ready to distribute the final product I made a small program last night that allows you apply a "patch" (set of txt files) to pediaicons.txt and civilopedia.txt to make it easier on end users to install scenarios and mods which don't interfere with the original game's art or any other scenario/mod's art. The thread explains how to set it up.



          PS: The scenario looks pretty sweet Trip

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          • #80
            I'm willing to wager this was probably asked before, but when do you plan on releasing this (approximately)? I need something like this to relieve my never-ending boredom.

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            • #81
              Originally posted by wervdon
              You may want to check out this thread for when you get ready to distribute the final product I made a small program last night that allows you apply a "patch" (set of txt files) to pediaicons.txt and civilopedia.txt to make it easier on end users to install scenarios and mods which don't interfere with the original game's art or any other scenario/mod's art. The thread explains how to set it up.



              PS: The scenario looks pretty sweet Trip
              I just read that, and I'll probably spend a few minutes and do that.
              And thanks for the interest, I hope to fulfill everyone's neverending Civ 3 dreams.

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              • #82
                Originally posted by Edrix
                I'm willing to wager this was probably asked before, but when do you plan on releasing this (approximately)? I need something like this to relieve my never-ending boredom.
                In a few days probably. I still have to redo all the units (Drat!), along with some other things, and then play-test it. I should be done with the actual scenario today, but it won't be ready for release until it's de-bugged. Thanks for your patience.

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                • #83
                  I've done some changes to the map, so I'll update the objective mini-map in the first summary post.

                  Also, Here's a screenshot of the area around Washington.
                  Attached Files

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                  • #84
                    Have you made a tech tree yet Trip?
                    You saw what you wanted
                    You took what you saw
                    We know how you did it
                    Your method equals wipe out

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                    • #85
                      Originally posted by Fatwreck
                      Have you made a tech tree yet Trip?
                      Not yet. Still testing the unit #s and placement (naval units now).

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                      • #86
                        Alright, I'm working on techs now. Any suggestions? Right now, all I have is "Advanced Rifling" which allows Rifled Artillery, and "Reliable Repeating Rifle" (kinda catchy, eh? ) for Carbines.

                        Suggestions for techs and their effects is what I'm looking for specifically.

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                        • #87
                          Medical Textbooks- Allows Battlefield Medicine small wonder
                          For the "Carbine" unit (which should be a different name) instead of "Reliable Repeating Rifle" how about "Metalic Cartridges"
                          I realize that it is kind of late but what about Clowns... uh, I mean Zouaves, and Berdan's Sharpshooters
                          Overworked and underpaid C/LTJG in the NJROTC
                          If you try to fail and succeed which have you done?
                          If fail to plan, then you plan to fail

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                          • #88
                            I added the Medical Textbooks tech. Good idea

                            As far as Carbines and its tech, I basically want the unit and tech to represent the slight shift towards 'repeating weapons', which would also include a few Gatling guns (which weren't reliable, and that's why I named the tech how I did).

                            Anyways, progress update:
                            I think I'm finished with everything. I'm entering the first phase of testing, and once that's done (a couple days), then I will be able to release the scenario.

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                            • #89
                              I agree with the metalic cartridges tech, for any reason, just because it was important. During most of the civil war even revolvers used percussion caps and black powder, only just after(I believe, not sure of the pistols name, it was like the colt navy 67, or something like that.... damn, the one time watching Tales of the Gun would of come in handy and I forget...) the war were revolvers firing self-contained metallic cartridges used - which made reloading time much quicker. The first metallic cartridge guns were thought dumb by many until the Texas Rangers used them famously to fight off a numerically superior Indian force - making the revolvers instant hits. Also, metallic cartridges was one of the true inovations of the gatling gun, there had been a crank operated rapid firing gun developed before, but it used a funnel to funnel black powder into the chambers and another mechanism to position firing caps before firing. As you could imagine it was very unreliable and never really took off. This is just my arguement for the tech... but I'll have to play the scenario to see if it could even fit in. I guess it doesn't really matter, as long as the game is fun.

                              Kman
                              "I bet Ikarus eats his own spunk..."
                              - BLACKENED from America's Army: Operations
                              Kramerman - Creator and Author of The Epic Tale of Navalon in the Civ III Stories Forum

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                              • #90
                                If there was a rate of fire for normal attacks, then I would agree that it would be a good tech. However, there's no good way to really impliment a faster reload rate besides that... Reliable (notice: reliable, that's part of the tech, not just regular) repeating rifles were a major advance, and as others have said, if the war had lasted longer, then their significance would have been immeasurable.

                                Besides, I don't want the tech tree to dominate the scenario.

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